walsufnir said:
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It's cache! What do you think there used for ?
Since when did shaders need fast access to the majority of the tasks they do ?
fallen said:
PS4 audio chip just does compress/decompress. Doing audio on CU's is apparently pretty darn difficult (difficult to synchronize due to high GPU latency). Regardless, if they are forced to use up some of their 4 "extra" CU 's on audio, I think that's a win for X1. You would have to adjust those GFLOP numbers for PS4 down. From what I've heard SHAPE is equal to about 1 core of audio processing after Kinect reserves. This is a VERY ballpark figure. SHAPE could be even more of a beast, but much of it (beyond the 1 core) is reserved for Kinect audio processing (which IMO sucks, I hate when X1 is weaker for Kinect's sake). |
Ah, yes, ok, I see how you did that. Yes, the extra audio chip isn't that powerful in the PS4.
I'm a little bewildered as to why they would use the GPU like that. I'm trying to keep an open mind about it. But it seems a bit like using miata to move pianos. Miatas are great little fun sporty cars. Good mileage, reliability, but would be mismatched for moving pianos.
Any idea what some of the 'mystery' chips in the Xbox One are for?
Zappykins said:
Ah, yes, ok, I see how you did that. Yes, the extra audio chip isn't that powerful in the PS4. I'm a little bewildered as to why they would use the GPU like that. I'm trying to keep an open mind about it. But it seems a bit like using miata to move pianos. Miatas are great little fun sporty cars. Good mileage, reliability, but would be mismatched for moving pianos. Any idea what some of the 'mystery' chips in the Xbox One are for? |
the problem with this line of thinking is audio on CU isnt difficult at all, and is fully supported in the SDK, and doesnt even require exclusive use of the CU.
it can see in total darkness!
try that on your ordinary camera!
Kinect=power
fallen said: Oops realized I made a mistake in the OP and forgot to include the triangle setup rates in the PS4 part of the table. Both PS4 and XB1 GPU have two triangle setup engines. However PS4's GPU operates at 800 mhz while X1's operates at 853 mhz. This means X1 can setup 7% more geometry over PS4. Updated OP to include. |
WUT?!!??!!? WUT!!?!?!?!!?!?!?!? Just what the fuck do you think shaders and tessellation are for? Do you even understand the way RAM is used for triangle setups? Like, WUT!?#!?$$?!%?#?$%?%!?$%?!
Zappykins said:
Ah, yes, ok, I see how you did that. Yes, the extra audio chip isn't that powerful in the PS4. I'm a little bewildered as to why they would use the GPU like that. I'm trying to keep an open mind about it. But it seems a bit like using miata to move pianos. Miatas are great little fun sporty cars. Good mileage, reliability, but would be mismatched for moving pianos. Any idea what some of the 'mystery' chips in the Xbox One are for? |
Please, oh please, ignore him before you get dragged into fantasy land, audio processing does NOT take that much resource from the GPU due to the nature of parallel processing. You'd have to be on crack to think that CPU and GPU are equal on the same tasks to start with since they are good at different things.
dahuman said:
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He's likely right about the xbone being able to push more geometry since AMD doesn't impliment a parallel solution to primitive generation compared to the nvidia polymorph engine and instead has dedicated units for doing that stuff but all of that is useless since every other part of the xbone except for the cpu is significantly weaker.
fatslob-:O said:
He's likely right about the xbone being able to push more geometry since AMD doesn't impliment a parallel solution to primitive generation compared to the nvidia polymorph engine and instead has dedicated units for doing that stuff but all of that is useless since every other part of the xbone except for the cpu is significantly weaker. |
Only that doesn't even matter as much as today's engines are focused on different techniques vs the tiny % of difference. Instead of calling out triangles one by one for everything, people will just mesh it out and use tessellation or shader techniques instead. RAM management is the most important thing in this equation, not fucking piling triangles together at such a small % difference while wasting resources since the consoles don't have massive RAM for games in reality due to their ridiculous OS restrictions.